7.5.4 Radiosity with conventional lighting
Figure:
No radiosityWith radiosityDifference between them
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From [pov:4.1.2]:
You can see that radiosity much affects the shadowed parts when applied
combined with conventional lighting.
Changing brightness changes the intensity of radiosity effects. brightness 0
would be the same as without radiosity. brightness 1 should work correctly in
most cases, if effects are too strong you can reduce this. Larger values lead
to quite strange results in most cases
Changing the recursion_limit value leads to the following results, second line
are difference to default (recursion_limit 3): recursion_limit 1
You can see that higher values than the default of 3 do not lead to much better
results in such a quite simple scene. In most cases values of 1 or 2 are
sufficient.
The error_bound value mainly affects the structures of the shadows. Values
larger than the default of 1.8 do not have much effects, they make the shadows
even flatter. Extremely low values can lead to very good results, but the
rendering time can become very long. For the following samples recursion_limit
1 is used. error_bound 0.01
Somewhat related to error_bound is low_error_factor. It reduces error_bound
during the last pretrace step. Changing this can be useful to eliminate
artefacts. low_error_factor 0.01
The next samples use recursion_limit 1 and error_bound 0.2. These 3 pictures
illustrate the effect of count. It is a general quality and accuracy parameter
leading to higher quality and slower rendering at higher values. count 2
Another parameter that affects quality is nearest_count. You can use values
from 1 to 20, default is 5: nearest_count 1
Again higher values lead to less artefacts and smoother appearance but slower rendering.
minimum_reuse influences whether previous radiosity samples are reused during
calculation. It also affects quality and smoothness. minimum_reuse 0.2
Another important value is pretrace_end. It specifies how many pretrace steps
are calculated and thereby strongly influences the speed. Usually lower values
lead to better quality, but it's important to keep this in good relation to
error_bound. pretrace_end 0.2
Strongly related to pretrace_end is always_sample. Normally even in the final
trace additional radiosity samples are taken. You can avoid this by adding
always_sample off. That's especially useful if you load previously calculated
radiosity data with load_file. always_sample on
The effect of max_sample is similar to brightness. It does not reduce the
radiosity effect in general but weakens samples with brightness above the
specified value. max_sample 0.5
You can strongly affect things with the objects' finishes. In fact that is the
most important thing about radiosity. Normal objects should have ambient finish
0 which is not default in POV-Ray and therefore needs to be specified. Objects
with ambient > 0 actually emit light.
Finally you can vary the sky in outdoor radiosity scenes. In all these examples
it is implemented with a sphere object. finish { ambient 1 diffuse 0 } was used
until now. The following pictures show some variations:
Andreas Kriegl 2003-07-23